Okay - I was looking at the cheap and swarmy end of rebels recently, and I wondered if anyone has ever made use of massed XX-23 Thread Tracer Z-95s?
I've seen a couple of rebel squads with a couple in, but when I was looking at upgrades, I realised that thread tracers actually can be fired anywhere in range 1-3; throw in your focus token and guidance chips and they're pretty hard to dodge.
A Z-95 with thread tracers comes to a pittance of 13 points - meaning you can pack 7 in a squad, any of whom can play 'Howlrunner' for a turn, except with a range 1-2 coherency. Whilst Z's may only have 2-dice attacks, massed target locked attacks are quite nasty (I admit to having no experience with the headhunter's singularly unimpressive looking dial, though!)
For that matter, in 100 points (if taking no extra upgrades, you might as well take rebel bandits as the PS2 is more useful than an empty illicit slot), you get 9 points - which is enough to swap 4 of the bandit's thread tracers up to 3-point 'attack missiles'.
- Proton Rockets
- Cruise Missiles
- Advanced Homing Missiles
- Ion Pulse Missiles
Of the above, Proton Rockets are simple - not as lethal as they could be (only 4 attack dice) and are only range 1, but they can be fired off the same focus token as thread tracers. Plus, a focus/target lock/guidance chip 4-dice attack is still pretty darn skippy from a 15-point ship.
Cruise Missiles I know are the new hotness, but getting a 5-dice attack requires the target lock (shouldn't be an issue, but still....) - more importantly it nails you into a speed 4 straight. On the plus side, in a swarm, the thread tracer Zs can fly in front, theoretically stopping an opponent getting to range 1, and can still fire thread tracers at range 1 themselves.
Advanced Homing Missiles......erm. Against Miranda Doni or similarly irritating shield regen types, maybe. Against anyone else, it's probably not that great an option. On the other hand, putting 4 advanced homing missiles into a single target should leave it in a fair mess.
Ion Pulse missiles jump out at me as probably the best option. Yes, cruise missiles do more damage, but being able to reliably ionize the target is a lethal thing, because the one thing that a swarm loves is a slow, predictable opponent; if I can taze a target and know it's doing a speed 1 straight (+/- barrel roll or boost) then the odds are I can line up my entire swarm on it for next turn at range 1-2, and potentially tracer and ionize it again .
I'm not sure of the mix of weapons to take from the above; suggestions?
- Bandit Squadron Pilot - XX-23 S-Thread Tracers, Guidance Chips
- Bandit Squadron Pilot - XX-23 S-Thread Tracers, Guidance Chips
- Bandit Squadron Pilot - XX-23 S-Thread Tracers, Guidance Chips
- Bandit Squadron Pilot - Ion Pulse Missiles, Guidance Chips
- Bandit Squadron Pilot - Ion Pulse Missiles, Guidance Chips
- Bandit Squadron Pilot - Ion Pulse Missiles, Guidance Chips
- Bandit Squadron Pilot - Ion Pulse Missiles, Guidance Chips